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AfterLyfe

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About AfterLyfe

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    Bottle Rocketeer
  1. Hey, not sure if this will help, but mine is crashing with FAR 0.16.0 as well. This is the ksp.log with that patch. Lots of mods, installed through CKAN. KSP 1.9.1 https://www.dropbox.com/s/wczc6c5xxela7yj/KSP.log?dl=0
  2. It is installed on my full install. I did not have it installed on the clean (test) install.
  3. I tried using a clean install. Just installed FAR, AJE, and AJEE. (Including all the dependencies through CKAN). Issue persists. Here's a KSP.log if it can help: https://www.dropbox.com/s/wczc6c5xxela7yj/KSP.log?dl=0
  4. Thanks for the quick reply. I'm honestly not sure what's happening then. I installed it through CKAN. KSP 1.9.1 Removing your mod fixes the problem, and the part is there. Re-installing it only gives me the 3.75m intake (which is still sorted under the 1.25m parts - Size 1). Re-installed it through github. No change.
  5. I'm not 100% sure if it's this mod is even responsible, but my Shock Cone Intake is 3.75m in diameter, and the log calls it AJEE.SQD.SABRE.Intake. So far the only mention I found of it is in the Templates folder under Exotics. Is there a way to get the original shock cone intake, or allow it to be resized down to a level where it can be used on a MiG-21 or A-12 style plane? (both of those being only 1m and 1.3m wide)
  6. Oh man! I thought I was going crazy with "9 safety rating" parts failing every 5-7 minutes of flight. Thank you for the find!
  7. I am having a bit of a nullref spam whenever a loaded vessel is in orbit around the Sun. Toggling the mod off in-game immediately stops it. Does not seem happen when in SOI of Kerbin, Mun, Minmus, or Duna (that's all I tested so far). Confirmed with a stock vessel in sandbox mode. Currently on KSP 1.8.1 with all the DLCs. PRE 1.17.0 with another 100 different mods. I inserted the code that keeps looping. Please let me know if I need to upload something else. Thank you! [EXC 19:15:30.161] NullReferenceException: Object reference not set to an instance of an object PhysicsRangeExt
  8. First off I'd like to say thank you for the great mod! I do a lot of atmospheric flying in KSP and more airports are always fantastic. I'm currently on 1.8.1, and the few airports that I found have all been at least partially underground. This is not the case with any of the airports included in KSR. I'm not sure if there is a setting that I missed in the graphics option that is causing the ground to be generated higher than normal, but I'm hoping that someone here has a suggestion. I very much like having a usable airport that I can divert to when I have an engine failure or a fuel
  9. Good day, I recently did a new install of 1.7.3 with about 70 mods or so through CKAN. Once I get in to orbit, and a dropped stage gets unloaded, I also seem to get the FARGUI nullref spam until the debris gets destroyed about 45 seconds later. Then the spam stops. I thought it could be related to the stage recovery mod, but it persists even after I uninstalled it. [LOG 22:07:01.183] 0004 - Updated Orbital Debris Unloaded [LOG 22:07:01.188] Packing 0004 - Updated Orbital Debris for orbit [EXC 22:07:01.203] NullReferenceException FerramAerospaceResearch.FARGUI.FARFlightGUI.PhysicsCalc
  10. Thank you for the amazing work! I've been using the mod for a long time, but only recently started getting into helicopters. I spent about an hour trying to figure out why my controls were messed up, only to realize that I had to spin the main rotor around. That's when I also noticed that the blade angle pitch changes as you change your cyclic and collective inputs. Amazing!
  11. Good day Just checked out the mod and loving it so far. I'm having a small issue with the propellers, as they were the ones that drew me to the mod in the first place. The props change from ''visible'' to ''blurry'' at 30% thrust. It's nothing more than a nuisance as it doesn't seem to affect their performance, but it looks strange in flight as prop RPM shouldn't change that much at lower thrust, as these seem to be more advanced, variable pitch props. It almost looks like I'm viewing them through a camera lens. I'm wondering if there's a way for me to change the "visible" threshold to a
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